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December 14th, 2003, 07:18 PM
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Corporal
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Join Date: Jun 2003
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Re: New ancient unique techs
Does the AI ever use unique techs? Is that even worth considering when creating new techs?
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December 14th, 2003, 07:31 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: New ancient unique techs
Quote:
Does the AI ever use unique techs?
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Some of the TDM-ModPack AIs do.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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December 15th, 2003, 03:17 AM
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Corporal
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Join Date: Jun 2003
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Re: New ancient unique techs
I ran into something bizarre. I had made large weapon platform a unique tech, and included a big nasty cannon. I removed all weapon platforms from regular research,and I set all weapons to not have weapon platform as a vehicle type. I changed the unique tech to ship construction 1, just to see what the AI would do with it. When I play the game and go to the Weapon Platform screen I can only choose the weapons I created, exactly how I want it. However, when I turned all the ministers on, the AI makes large weapon platforms with CSMs, DUCs, etc. How is this possible if those weapons should not be allowed on WPs (and don't show on the screen)??
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December 15th, 2003, 03:59 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: New ancient unique techs
Because the AI is not restricted in its designs by all of the same rules that a human player is. What the AI builds is determined by its design files, and its designs can be illegal in some ways. The only reason it doesn't cheat in the unmodded game is because its files are all legal in the unmodded game. If your mod introduces new restrictions, you may need to mod the AI files if you want the AI to obey the limits.
PvK
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December 15th, 2003, 07:23 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: New ancient unique techs
You may need to change the weapon family picks for the weapon platform in the _AI_DesignCreation file to the new weapon’s weapon family number. 
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December 15th, 2003, 10:40 PM
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Captain
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Join Date: Oct 2001
Location: Prince George BC, Canada
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Re: New ancient unique techs
The Dark Nova 3 mod (avaliable on PBW) has a large number of new Unique techs. What I did is picked certain racial components and facilites and made them unique techs. For the most part, I used a mid-level Version of each as the unique tech. That way, anyone with the racial tech would still end up with the best Version. Some of the "key" racial items I didn't make unique techs. Like the Talisman, Temporal Ship Yard and a few others. They are intergrated into the mod, but I could create a seperate set of just the Unique techs, if you're interested. I'm not around this forum as much as I use to be. Your best bet would be to send me an email.
In a test game, I was playing a Temporal race that had Organic armour with Mass Singulary Projectors on my ships. Hard to hurt, did lots of damage, and I could build them fast!
[ December 15, 2003, 20:42: Message edited by: bearclaw ]
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